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  1. TMB

    TMB Banned

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    Sd Base - Base - A SD Map

    Base - A SD Map

    Updates:
    -V.0.1: The map came out! (20/01/2016)

    Actually Update: 0.1
     
  2. PossessedInkieShark

    PossessedInkieShark L3: Member

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    Pics or it never happened
     
  3. Vel0city

    aa Vel0city func_fish

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    Gonna need some pictures.
     
  4. Osspial

    Osspial L2: Junior Member

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    I took a look at the map, and it's not going to play well, at all. I'm going to try and cover the issues I see, but you're probably going to have to start over from scratch.

    The first, and probably most glaring issue, is that the map doesn't have anything interesting about it. If you look at any official map, you'll see that there's a good amount of stuff going on - height variation, cover, health, ammo, crannies, valleys, flanks, chokes, and more. While height variation does exist in your map, you only really use it in two places. Official maps use it all the time (though there aren't just random height variances everywhere - every hill and valley exists for a reason). Height variances help create interesting gameplay and a map that's actually fun to play. By giving players height advantages, you can create environments that are enjoyable to move around and provide natural cover with the landscape. For general cover, try to use it to break up your map and to give relatively safe spaces for attackers and defenders alike. I could go on about this, but Scale and Your Map covers these topics far better than I could. You'll also want a good amount of heath and ammo kits scattered around your map in locations that you think will provide strategic opportunities for players. Go into your map and think, if you were injured, where you'd go to find health or ammo - look at placement in official maps and improve your intuition. If you aren't sure how many kits to lay down, the map's wiki pages list the amount of each kit for the respective map just below the general info (Doomsday link). This article contains a great deal more info on the issues I talked about, and you should find it very helpful.

    Moving on, you've done quite a few things which you should really never do layout-wise. Firstly, you have sightlines leading from red spawn to blue for practically every spawn exit.

    [​IMG]

    These are things you should try to avoid at all costs, as these sort of sightlines create campy gameplay that isn't fun for anyone. Snipers dominate the battlefield, and the length of the sightlines in this example simply compound the issue. Besides those, there are also sightlines that stretch the entire length of the battlefield.

    [​IMG]

    Try to avoid those. While mapping to avoid those issues, also try to avoid making the map super cramped - you want to have a few sightlines, but you also want to keep those carefully controlled. Cramped maps also have other issues, such as being disadvantageous towards scouts and limiting soldier/demo movement. With that in mind, raise the skybox. The height it's currently at is far lower than it should be - try to make it at least 1.5 times as high as a good soldier can rocket-jump.

    There are a few miscellaneous issues present in the map. Firstly, there aren't any resupply lockers in the team spawn rooms - add those. There is a glitch in how the SD rocket is set up, causing it to not accept the intel on the first try and rotate the rocket cap the wrong way. You don't seem to have any artificial lighting in the indoor area where the rocket is held - whenever you have an indoor area, add lights so it's not too dark. Work on color-coding the map more than you've done, with each side using their respective colors - the way it's currently set up will probably result in confused players on the battlefield. The stairs leading up to the intel aren't very smooth - add a playerclip brush around to smooth out the individual stairs into a ramp. Other than that, I can't think of much to say (though that doesn't mean there aren't more issues) - don't make a room for people to kill each other in, make a place for people to play in.


    Links above:
    http://tf2maps.net/threads/guide-scale-and-your-map.12605/
    http://www.nodraw.net/2010/06/tf2-what-your-map-is-missing/

    Other links you may find useful:
    https://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation
    https://developer.valvesoftware.com/wiki/Lighting
    https://developer.valvesoftware.com/wiki/TF2/Creating_a_Spawnroom
    https://developer.valvesoftware.com/wiki/TF2_Design_Theory
    https://www.youtube.com/playlist?list=PL2KT0JL74Qff_c1WbqNi4K5yAmpWAUQlq
    http://tf2maps.net/threads/article-stairs-and-your-map.8827/
     
  5. Yrr

    aa Yrr An Actual Deer

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    please add more height variation, nobody wants to play flat maps
     
    • Agree Agree x 1
  6. killohurtz

    aa killohurtz Distinction in Applied Carving

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    A couple notes on your submission:
    • When you submit maps to the chat bot, please enter the full filename with prefix and version number (i.e. "cp_mapname_a1" as opposed to just "mapname") so we can see what version and gamemode it is. All other submissions follow this procedure.
    • Please submit your map with a download link if it is not uploaded to the server. You're lucky I caught this, because your map was set to be played in an imp tonight, and it would have been missing from the server had I not checked for it.
    • Your map is missing a version number, so you must remember to start versioning from now on or we will not be able to upload it to the servers. Here is a video explaining how it's normally done.
     
    Last edited: Jan 20, 2016
  7. TMB

    TMB Banned

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  8. Yrr

    aa Yrr An Actual Deer

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    Your map is still not versioned and naming the second version the same as the first means people who downloaded it before will have errors.

    Please don't just submit it to the bot as "sd_base_a2", actually name the file that.

    We can't play it now unless you version it properly.
     
  9. sooshey

    aa sooshey :3c

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    I'll also add, you must name your vmf the proper name before compiling. Don't just rename the bsp, it won't work
     
    • Agree Agree x 2
  10. TMB

    TMB Banned

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  11. Yrr

    aa Yrr An Actual Deer

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    Your file is still the same, it's been suggested that not specifying a new version number in the title doesn't update the download.
     
  12. TMB

    TMB Banned

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    I change the name file and i reupload it, i dont know what is happening...
     
  13. killohurtz

    aa killohurtz Distinction in Applied Carving

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    He probably did compile with a version number, it's just that a weird quirk of this forum prevents the attached file from updating if you don't write a new version number on the update page. @TMB try posting another update and write something like a2a in the version number field so that the download actually updates.

    @Geit is it possible to fix this?
     
  14. TMB

    TMB Banned

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  15. Turnip

    aa Turnip The 80s Vegetable

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    I just use the same version number, no problems.
     
  16. TMB

    TMB Banned

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    This download has been removed and is no longer available for download.
     
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